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There are several things that could change a character's stats. Some things in the list are sitting, laying, encumbrance, and coma sickness. Before, these changes weren't reflected when you would look at your character's stats. It has now been changed so your character's stat sheet will give you a more accurate reflection of what your stats are at any particular moment instead of generalizing them as what they are before other factors are taken into account.

Game Master Sceadu

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Following the update to Stats and their Base/Max changes, certain substances that can modify your stats for a time have been updated.

Their benefits no longer stack if you use more than 1 of the same type at the same type, but the consequences of consuming multiples do stack. Also, their benefits now can take you over your 'max base', for a time and at a cost.

Effects (both negative and positive) have been increased and expanded on. They now come with multiple benefits, as well as slightly longer recovery periods.

Both the initial benefit as well as the recovery period now have longer durations.

Recovering from the after-effects of one such consumption can now negate the benefits from secondary ones. So consuming more before you've fully recovered from the first instance is risky in that you could lose the benefits of the second, while still having to suffer the after-effects of the second instance.

Game Master TaleKnowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Philosophy is wondering if that means ketchup is actually a smoothie. Common Sense is knowing that no, ketchup is not a smoothie.

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It is now possible to tell what a garment (armor/clothing/etc.) covers when you look at it. That being said, there may be some inconsistencies out there that will need to be address, so please feel free to report any you may notice.

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Tauruu in Rock Valley now buys all normally bought skinnable parts and not just tails. (The weirdo...) Thanks to Isgrimnur for the suggestion.

You can now wield Sickles, Scythes, and Reaping Hooks. This allows you to keep it in your hand when gathering grass without auto-stowing it after every action puts more material in your hands. (This does -not- make them usable as weapons of any kind) Thanks to Isgrimnur for the suggestion.

When standing around a campfire you now have a very small chance of ending up smelling like woodsmoke. Thanks to Doritus, Taylor_John, and Isgrimnur for the suggestion.

When typing LORE by itself, after listing the current lores you know, it will also list a few other useful Lore-related commands. Thanks to Theramminator for the suggestion.

The POW mechanics in Franlius have gotten several upgrades. POWs can now escape by themselves...but it is not easy and requires a lot of effort, and some sacrifices on the prisoner's part. Find out more IG by examining the cell carefully and using your noggin.

A new (second) sewer area now exists in Franlius that does not require a locksmith to access, so people can play with sail snakes without having to protect a locksmith in order to enter and leave the area. Although adjacent, and you can see into one from the other, they do not connect with each other, for RP reasons.

The final 'pick quality' of a player-forged lockpick is now calculated by their success rolls and rank bonus instead of pure ranks in the three forging skills. This change was necessary so that one person making lockpicks couldn't theoretically negate the entire need for more than a single rank in Unlock and Unjam to open almost every container in the game. (You know who you are - shame on you.) Most people won't see that much of a difference unless your rank far exceeds your rank bonus.

People with the Metal Affinity trait now have a minor % bonus to forging lockpicks instead of a flat minor value bonus. This means that the bonus now scales with their ranks.

As always, if you encounter any issues with these changes or with anything else, please @report. Have fun in there!

Game Master TaleKnowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Philosophy is wondering if that means ketchup is actually a smoothie. Common Sense is knowing that no, ketchup is not a smoothie.

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Rough sponges sold at some bath-houses and soap-vendors will now act like soap by removing scents from someone's body, but without adding a new (soap) scent. Simply rub or scrub it while in an appropriate bathing environment. Thanks go to Thedarknightx for the suggestion.

Rough sponges are now sold in several locations.

Certain common floor spike traps now send an echo to everyone in the room. Not just the person who triggered it.

The overall chance of smelling like wood-smoke from camp fires has been reduced somewhat and a few new fire echoes have been added to spice up the immersion of hanging around a campfire.

Game Master TaleKnowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Philosophy is wondering if that means ketchup is actually a smoothie. Common Sense is knowing that no, ketchup is not a smoothie.

The functionality of Tailoring's 'Mending' skill has also been streamlined and brought in line to more standard mechanics, so you might see a slight change in functionality.

Marcavia, Iraetia, and Vasdria now give banknotes, and will also respond when you ask them about your 'Balance'.

Bonfires can now be made with most woodsie materials you'd logically assume could be used. deadwood, twigs, piles of broken wooden shields, wooden weapons, whittled figurines/charms, woven items, etc, etc. (Keep in mind you need to reach or exceed a specific rank in Outdoors as well as a specific rank in Fire Building in order to light bonfires.).

Bonfires need no fire pit to be dug in order to be lit. Just 'light' an appropriate pile of tinder.

Viable Bonfire piles are now calculated by volume instead of amount. So you'd need a lot more torches than you would quarterstaves or wooden spears, etc.

Survival Foraging now receives a bonus to success in resource-rich areas such as forests and grasslands, and the penalties to success for foraging in resource-scarce areas like mountains and underwater has been reduced somewhat.

Simple Hiding's success is now affected by the type of terrain you're trying to hide in. Terrains abundant in cover (forests, for example) are uneffected, by terrain where cover is more sparce can be more difficult (such as grasslands).

Game Master TaleKnowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Philosophy is wondering if that means ketchup is actually a smoothie. Common Sense is knowing that no, ketchup is not a smoothie.

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The roundtimes for searching have been tweaked. As it was, it took the same amount of time to search an 80x80, a 10x10 room, a person, or an item. You will probably notice a drop in some of these roundtimes, but in the case of larger than 10x10 rooms, you will likely notice an increase. Because of the increase in searching large rooms we have added the ability to abort a search by simply typing STOP. This will abort the search and take you out of the roundtime so you may react to circumstances around you.

Game Master Sceadu

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To perform a foot shot with bows now you must be standing in the same room as your target. When trying to pin someone's foot to the ground with an arrow you must be shooting downward and a high angle so it is not feasible that you could do that from long distances.

Game Master Sceadu

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Macello the butcher in Quartz Heights has opened his doors, buying and selling 'whole' uncooked food items like rabbit, squirrel, geese, chicken, etc. Perhaps squirrels and rabbits will now be worth more whole than cut into skinned pieces? (^_^)

Fern and the other Archery trainers now teach 'Quick Shot' for Archery. (Current loadout of damage/speed is in live-beta and may be adjusted in the future, pending results.)

Quick Shot is meant to be less accurate and less damaging than basic shot, but it makes up for that in its decreased roundtime.

Aiming via the Steady Aim skill will not effect a Quick Shot's accuracy.

Quick Shot's chance at 'misfiring', even with 'perfect' Shot Timing is slightly higher than other archery attacks, due to the lack of proper aiming inherent in the attack.

(Note on Quick Shot: I did write Quick Shot in a caffeine-fueled several hour code-a-thon on my only day off, so if there are any bugs or dependencies between the description and the reality, please @report. It's currently considered 'live beta' and subject to tweaks to fix any unforeseen issues or unintended consequences.)

Game Master TaleKnowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Philosophy is wondering if that means ketchup is actually a smoothie. Common Sense is knowing that no, ketchup is not a smoothie.

Comment

Due to feedback about some item names being cut off using the STOCK command, I have added a minor update to shopkeepers. You can ask the "show me <part of the item name you want to see>" and they will show you the item, giving you both the name and the prose of the item. Due to the complexity of having to pick the name of the item out of sentences, you can't get creative with the ways you ask them to show you the items for now (i.e. "Can you please show me the gold necklace you have in stock?"). It must be SHOW ME <part of the item name>.